So, apparently static meshes don’t by themself contain an adjustable pivot.
I had hoped to be able to adjust a mesh’s pivot in the editor to nicely attach the grip of some weapon to the palm of the hands of my character.
However, the only thing I can adjust is the pivot of the static mesh component in the character blueprint setup.
Unfortunately, different weapons need different offsets and orientations to work the best with this rig.
The recommendation is generally “adjust the mesh’s origin in 3ds Max” which I /can/ do but don’t /want/ to do, for two reasons:
- This content is purchased on the marketplace, so when I get an update, I’d have to re-adjust it
- Having to go between Max and editor was something that artists complained to me about 15 years ago in an engine I ran – I’m expecting that Epic artists wouldn’t actually put up with this in 2016, so there has to be another solution?
Do I for example create a second blueprint for each weapon, and then attach the blueprint to my hands. rather than a static mesh?
Would you recommend that blueprint be an Actor, an Actor Component, or something else?